[PnP] Occupations
Burton Choinski
bchoinski at comcast.net
Thu Jan 31 23:43:00 CET 2008
Ouch, get better Richard.
On Jan 31, 2008, at 7:01 AM, Sylverrs_ dragon wrote:
> Doesn't pertain to thread. Truck hit me morning of the 23rd.
> Fractured femur, back damage and more. thought you'd want to know,
>
> Richard
>
> From: bchoinski at comcast.net
> To: pnp at abroere.xs4all.nl
> Date: Wed, 23 Jan 2008 07:19:15 -0500
> Subject: [PnP] Occupations
>
> current set of occupations to go with buildings presented earlier
>
>
>
> INTRODUCTION
> In these rules, unless otherwise specified, the business is run by a
> single family unit of 5 (2 adults, 3 children). Alternately, this
> may be treated as requiring 3 adults. All taxes are assumed to be
> 10% (the standard “tithe”) -- the GM should feel free to alter it
> based on the culture involved.
>
>
> Armorer Station 3
> Armorers are skilled in crafting weapons, shields and armor from
> metal, leather and wood. They are a highly desirable specialist and
> get paid accordingly.
> An armorer’s shop is usually family run on private land within a
> town or city. The armorer is usually the primary crafter, with the
> others in the family acting as assistants. Tools, anvil and
> workspace are included in forge assets.
> Assets: Wooden Artisan’s Household (1,440CC, +36CC/year); Wooden
> Servant House (210CC, +6CC/year); Wooden Forge (470CC, +4CC/year);
> 90x100 foot town proper land (4CC). TOTAL = 2,125CC
> Base Pay Assumptions: Armorer = 200CC/month; Journeyman = 100CC/
> month; Apprentice = 50CC/month.
> Monthly Needs: Asset Maintenance (46CC/year); Taxes (213CC/year);
> Living Rate (300CC/month); Pay for three servants (45CC/month).
> TOTAL = 367CC
> Production: Given a normal workload, an Armorer makes enough to
> cover his monthly needs after paying for any required materials. If
> constantly busy they can make up to another 300CC a month.
>
> VARIANT: City Armorers pay more for land -- add 1000CC to the assets
> and 100CC to the yearly tax. While their monthly needs are now
> 375CC, they are more likely to be fully occupied.
>
> Hire: An armorer family may be hired for 450CC a month, producing
> 670CC of weapons and armor.
>
>
> Blacksmith Station 2
> A skilled blacksmith is required for any sort of ironwork. Most
> Perilous Lands iron is created using a “blooming” process, with
> furnaces not getting hot enough to actually melt the iron. Only the
> Dwarves and the Kameri have developed the processes to melt iron and
> thus create steel.
> A blacksmith’s shop is usually family run on private land within a
> town or city. The blacksmith is usually the primary crafter, with
> the others in the family acting as assistants.
> Assets: Wooden Merchant’s Home (580CC, +15CC/year); Wooden Forge
> (420CC, +4CC/year); 50x70 foot town proper land (2CC). TOTAL = 1005CC
> Base Pay Assumptions: Blacksmith= 50CC/month; Assistant = 25CC/month.
> Monthly Needs: Asset Maintenance (19CC/year); Taxes (100CC/year);
> Living Rate (100CC/month). TOTAL = 110CC
> Production: Given a normal workload, a blacksmith makes enough to
> cover his monthly needs after paying for any required materials or
> charcoal. If constantly busy they can make up to another 100CC a
> month.
> VARIANT: Bronzesmiths are more common in many barbarian lands,
> working close to the tribal center and dealing with copper and
> bronze. Assets in this case are 500CC, with 85CC in monthly needs.
> If fully occupied they can make up another 80CC.
>
> VARIANT: City Blacksmiths pay more for land -- add 400CC to the
> assets and 40CC to the yearly tax. While their monthly needs are
> now 114CC, they are more likely to be fully occupied.
>
> Hire: A blacksmith family may be hired for 150CC a month, producing
> 220CC of ironwork. Likewise, a coppersmith family may be hired for
> 120CC a month, producing 170CC of copperwork. These quantities
> assume plenty of usable metal.
>
>
> Bowyer/Fletcher
> Station 2
> Bowyers are skilled in crafting bows and crossbows, while fletchers
> can make arrows or bolts. Most crafters of this type have both
> skills. While not paid as much as a true armorer, they still live
> pretty well.
> A bowyer’s shop is usually family run on private land within a town
> or city. The bowyer is usually the primary crafter, with the others
> in the family acting as assistants. Tools and workspace are
> included in workshop assets.
> Assets: Wooden Merchant’s Home (580CC, +15CC/year); Wooden Workshop
> (95CC, +3CC/year); 60x80 foot town proper land (3CC). TOTAL = 580CC
> Base Pay Assumptions: Bowyer = 100CC/month; Journeyman = 50CC/month;
> Apprentice = 25CC/month.
> Monthly Needs: Asset Maintenance (46CC/year); Taxes (58CC/year);
> Living Rate (150CC/month). TOTAL = 159CC
> Production: Given a normal workload, a Bowyer makes enough to cover
> his monthly needs after paying for any required materials. If
> constantly busy they can make up to another 150CC a month.
>
> VARIANT: City Bowyers pay more for land -- add 550CC to the assets
> and 55CC to the yearly tax. While their monthly needs are now
> 164CC, they are more likely to be fully occupied.
>
> Hire: A bowyer family may be hired for 210CC a month, producing
> 310CC of weapons and armor.
>
>
>
> Freeman Farmer Station 1
> As for peasant farmer, except that the family owns the land and
> works it to their benefit. Free farmers are rarely more than 25% of
> the population.
> Assets: Wooden Freeman’s Home (265CC, +7CC/year); 20 acres of Good
> Farmland (200CC). TOTAL = 465CC
> Base Pay Assumptions: Farmer = 20CC/month.
> Monthly Needs: Asset Maintenance (7CC/year); Taxes (47CC/year);
> Living Rate (60CC/month). TOTAL = 65CC
> Production: As for peasant farmer, except that for the same land his
> living quality will decrease with the land quality. With poor land
> he can live no better than station 0. If he happens to purchase
> additional acreage beyond the 20 given here, he may sell his excess
> from his actively farmed acres as the lord of the land.
>
> Peasant Charcoaler Station 0
> For all forms of heated crafting (armorer, blacksmith, coppersmith,
> glassblower, etc) one does not rely on firewood, which can produce
> temperature variations depending on the content of the wood.
> Charcoal, which is wood that has been burnt without proper oxygen in
> order to drive out the water and volatiles is used instead to
> produce a constant, controllable temperature. It’s a dirty job, but
> needed for any sort of civilized culture.
> In all cases it is assumed that the peasant does not own any land,
> but produces charcoal from wood on his liege lord’s lands,
> supporting himself. He generally does not own the house in which he
> lives though he is responsible for the upkeep of the building.
> Assets: Wooden Peasant’s House (95CC, +3CC/year). TOTAL = 95CC
> Base Pay Assumptions: Charcoaler = 15CC/month.
> Monthly Needs: Asset Maintenance (3CC/year); Living Rate (45CC/
> month). TOTAL = 46CC
> Production: It usually takes two families about a month for each
> large burn. This includes the time to gather the wood, build the
> mound, fire and add more wood, extinguish the mound and gather and
> break up the charcoal. This will produce 21,600lbs of charcoal,
> taking up nearly 60 tons of wood (the harvest production of 25 acres
> of forest, or 1 acres of forest if stripped). When sold, the lord
> retains a profit of 60CC. A 300-acre tract of forest will fully
> employ these two families and throw off 720CC of product each year.
> VARIANT: One may also make due with scrap wood from other wood
> working crafts. As a rule of thumb, assume an availability of 1d6
> tons per 2000 inhabitants per month, DOUBLE if woodcrafting or
> shipbuilding is a part of the economy, TRIPLE if both are present.
> Full use of scrap cuts the profit by 10CC per month. Reducing
> profit by 20CC allows for 2d6 tons availability. Reduce acreage
> requirements proportionately.
>
> Price: A hundredweight (100#) of charcoal can be sold for 7BB.
>
>
> Peasant Farmer Station 0
> All sedentary cultures (all civilized lands and most barbarian ones)
> practice farming as the primary means of supporting their
> populations, and a farm household is the most basic, and most
> common, component of a society. A farm hold will generally have a
> smattering of other crops (vegetables, legumes) as well as fowl or
> small animals to add to the diet and produce additional products for
> sale.
> In all cases it is assumed that the peasant does not own the land,
> only works enough to produce enough for himself, plus works
> additional land owned by his liege lord. He generally does not own
> the house in which he lives though he is responsible for the upkeep
> of the building.
> Assets: Wooden Peasant’s House (95CC, +3CC/year). TOTAL = 95CC
> Base Pay Assumptions: Farmer = 10CC/month.
> Monthly Needs: Asset Maintenance (3CC/year); Living Rate (30CC/
> month). TOTAL = 30CC
> Production: A typical farming family can subsist on 5 acres of good
> cropland; the actual land needed depends on the quality:
> Quality
> Acres Needed
> Value per Acre
> Excellent
> 4
> 75CC
> Good
> 5
> 60CC
> Fair
> 7
> 45CC
> Poor
> 10
> 30CC
> Marginal
> 15
> 20CC
> In order to not burn out the soil, an equal amount of cropland must
> be left fallow each year (and usually used for grazing small herds).
> The most land a single family can manage is 15 acres, so after
> taking care of their own land they are usually working their liege’s
> lands. The value is produced each year for the liege’s lands.
> VARIANT: Fomarian farming methods are highly advanced, and as such
> they only need 50% of the farmed land in additional fallow land.
> Also, within the fertile croplands on the main island, only 3 acres
> are needed to support a family.
>
>
> Peasant Thatcher Station 0
> A Thatcher’s primary business is growing straw for use in thatching,
> brick making or for animal purposes. Relatively low paying, they can
> also be situated near wetlands, growing reeds for roof thatching.
> In all cases it is assumed that the peasant does not own the land,
> only gets paid for his work in harvesting and working the material.
> It is assumed that owns the home on the small allotment of land
> needed, but not the actual thatch lands. In order to limit travel
> time, their homes are situated out in the rural areas.
> Assets: Wooden Peasant’s House (95CC, +3CC/year). TOTAL = 95CC
> Base Pay Assumptions: Thatcher = 15CC/month.
> Monthly Needs: Asset Maintenance (3CC/year); Taxes (10CC/year);
> Living Rate (45CC/month). TOTAL = 47CC
> Production: A Thatcher does most of his work in the spring-fall
> months, with some minor work in the winter. A single Thatcher can
> work the value out of about 25 acres of meadow or marshland, so a
> family is good for 75 acres. This family therefore produces 50CC
> (7BB/acre) each year for the liege lord above their needs.
> Price: A hundred cubic feet of straw (350#, enough for a horse stall
> for one month) can be sold for 2BB.
>
> Town Stable Station 1
> While most stabling is done as a part of another business (such as
> with inns or hotels), stabling only does exist in towns and cities
> where merchants come in to trade for weeks at a time (most inn
> stabling is day-to-day), or when they winter their mounts over the
> season.
> Assets: Wooden Freeman’s Home (265CC, +7CC/year); Wooden Stable
> (365CC, +19CC/year); 90x70 plot of town land (3CC). TOTAL = 633CC
> Monthly Needs: Asset Maintenance (26CC/year); Taxes (64CC/year);
> Living Rate (60CC/month). TOTAL = 68CC
> Business: At an average of half-occupancy (3 animals), the stables
> need to make at least 23CC of profit per stall. Monthly Feed (Grain
> and Hay) costs 9CC per horse, 8CC per mule or 17CC per warhorse.
> Animal
> Per Day
> Per Week
> Per Month
> Mule/Horse
> 2CC
> 8CC
> 32CC
> Warhorse
> 2CC
> 10CC
> 40CC
> VARIANT: Brick home with brick stables will add 100CC to the initial
> cost and 10CC to the yearly tax.
>
> VARIANT: Stone home with brick stables will add 225CC to the initial
> cost and 23CC to the yearly tax.
>
>
> Town Stable & Paddock Station 1
> As for the Town Stable, but exists on the town outskirts so it has
> land enough for a fenced paddock. This increases the initial outlay
> and taxes, but slightly reduces cost of care.
> Assets: Wooden Freeman’s Home (265CC, +9CC/year); Wooden Stable
> (365CC, +19CC/year); Paddock (335CC, +2CC/year), 90x70 plot of town
> fringe land plus 6 acres (31CC). TOTAL = 100CC
> Monthly Needs: Asset Maintenance (30CC/year); Taxes (100CC/year);
> Living Rate (60CC/month). TOTAL = 71CC
> Business: At an average of half-occupancy (3 animals), the stables
> need to make at least 24CC of profit per stall. Monthly Feed (Grain
> and Hay) costs 7CC per horse, 6CC per mule or 13CC per warhorse.
> Animal
> Per Day
> Per Week
> Per Month
> Mule/Horse
> 2CC
> 8CC
> 31CC
> Warhorse
> 2CC
> 10CC
> 37CC
>
>
>
>
> On Jan 23, 2008, at 2:49 AM, Scott Adams wrote:
>
> At 10:29 PM 1/22/08, you wrote:
> Well, at least with the Construction regent I have been cranking out
> a pile of structures, and thus building up a base for my occupations
> rules.
> Good info. Could get use out of the Stables, Workshop and Forge for
> sure. But I didn't see the typical brbie amounts for home
> inspectors ? :)
>
>
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